High number of wins does not equal right to brag, whether over 300 or 10000. As has been pointed out, you can get a high number of wins by just playing lousy people.
You want a good measure of skill? Rank points. Because in ranked you get matched against people near your skill level, and can't back out just because you think you might not win once you see their level. It's a lot harder to get a high Skill Rank than it is to get a high number of wins.
I completely agree that ratios mean almost nothing.
However, your example leaves a lot out. If you expect your opponent to do action A, because he is a pro, you can do the counter to that. But if he thinks that you'll do the counter, he can do action B (counter to your counter). You, expecting this can perhaps do the counter to his counter. He, expecting that, could just go back to action A. It's a lot deeper than you are making it out to be, and not everyone reacts the way you do. Read this: http://www.sirlin.net/archive/yomi-layer-3-knowing-mind-of-the-opponent/ It will make you a better Kongai player.
Also, just because a person tries to be unpredictable, doesn't mean they succeed. I've predicted the moves of the highest level players before. That wasn't luck, unless I was flipping a coin to decide my actions, it was skill. It was taking the person's personality, past actions, and the current situation into account and making a judgment. The same thing has happened in reverse, where someone has accurately predicted what I would do even when I was trying specifically to be unpredictable. This isn't rock-paper-scissors, where its only three choices and no chance of predicting or out-maneuvering the opponent. There's dozens of different types of rocks, and sometimes its more beneficial to pick paper against scissors than rock, and sometimes not. You're overly simplifying things to try and prove that things are simple.
All these people whining that the game is all luck because they missed the last attack of a game, and the other person hit and won. That game wasn't luck. Was it luck that the other person fought you down to the point where it came down to just 1 attack? No. If you were a better player, you'd be far enough ahead at the end of a game that one miss wouldn't lose the game for you. Consider the whole game, and not just one attack. No matter how inconvenient that one miss might be, it's one miss (or two or three, etc). The whole game isn't based off of one hit or miss, unless you make it that way.
In Ranked matches you are only paired up with people around your skill level. Also in Ranked matches your opponent can't leave before the game starts, or kick you, so it solves the problem of noob farmers.
*Ranked matches!* Tell your friends.
Kongai doesn't claim to be rock-paper-scissors. Kongai claims to be "rock-paper scissors Street Fighter with +10 awesomeness" The hit ratio, and buffs/innates/status effects are what differentiate it from rock-paper-scissors, make it better. It makes you way the risk an attack missing vs the reward of it hitting. Just like weighing the risk of an intercept: If you're right, its a great amount of damage at no cost to you. If you guess wrong, you lose out on an attack.
*-* On Popo, I agree about Slingshot. I have no problem with the amount of damage that it does, or its hit ratio, I just think it should cost a bit more energy, 30 or so. But its not a game-breaking attack, otherwise everyone would be using him. There are many powerful moves, but always a way to counter it.
Popo is a gamble character. He is *supposed* to be reliant on luck. Risk vs Reward. He's awesome when his attacks work, and gets smashed when they don't, and that's how he is supposed to be.
On the subject of Crits, a crit is not an automatic GG. Not hardly. It hurts, but its not the end, and its a 3% chance, so its not like all games are going to have a game-changing crit in them.
Kongai is not rock-paper-scissors. Rock paper scissors is boring, static, unchanging. This is a game. Remove the luck and you reduce the game to simply a formula. Luck is there, but skilled players can usually still win in spite of luck going against them.
I've beaten Captured Shipyards on normal and Hardcore modes. It's not impossible.
Hint: Use warriors only. Start from the back and work your way to the front.
No trading cards. No buying cards. Cards can be won through weekly challenges, or through winning Kongai matches (3% chance each win.) This is plenty.
—- As far as switching goes, discover the wonder of the Intercept button. The intercept button is the built in cap on switching.
No trading cards. No buying cards. Cards can be won through weekly challenges, or through winning Kongai matches (3% chance each win.) This is plenty.
----- As far as switching goes, discover the wonder of the *Intercept* button. The intercept button is the built in cap on switching.
This is not pokemon. There are no 'rare' cards. The devs are working very hard to balance all the cards so that there are no 'better' cards.
Just because a lot of people use the same strategy, does not mean that there aren't other, better strategies.
Make the invulnerability after a death last a bit longer. A couple of times it brought me back right in the middle of a group of enemy fire, and I didn't have enough time to get out of it before I died again.
Playin Time:
The developer doesn't need to limit the switching out, -you- need to limit it.
Yes, its very annoying when someone is constantly switching out, but that's what the intercept action is for.
6-10 seconds is way too fast. Very often there's 5 seconds of lag, that would cut a persons thinking time in half, and thinking is important in a game where you have to decide attack, switch or -intercept-. 30 seconds is plenty of time to plan and make your move, and is not unreasonable. Learn patience. Learn the strategy of the game. Just because you have a bad game with a lot of misses (We all have that), doesn't mean there's no skill involved. There's a lot of skill needed, you just haven't figured out a good strategy yet.
Bug found:
In the caves, just as I walked up to the bandits and started the dialog, a random encounter occurred. I ended up fighting the encounter as the dialog was going on, and then the bandit bandit encounter got overlayed over the monster encounter, but I could only target monsters. I killed the monsters, it gave the victory screen, and let me walk around with the bandit fight screen still showing. Next random encounter, bandit shows up in the list of enemies at the top as 'UNDEFINED', but still can't target him, thus can't end the battle.